Testserver Patch Notes - Queen Patch 5

This patch includes the first part of the Alliance Limit Test that was recently announced by our Game Director. This first part consists of a Siphoned Energy Drain on alliances with more than 10 territories. The second part, a Silver / Fame Penalty on members of these alliances, will go into effect with Queen Patch 6, planned for March 4.

For further information about this test (including the forthcoming Silver / Fame Penalty) and more precise values, please see this statement from our Game Director: forum.albiononline.com/index.php/Thread/124568Siphoned Energy Drain

This is a debuff that gives reduced Siphoned Energy gains to all alliances and unallied single guilds that have ten or more territories, with each additional territory beyond ten further decreasing energy earned by 5%.

This debuff is based on territories only and does not include Castles or Castle Outposts.

Smart Cluster Queue Changes

Minimum Item Power: 800 → 700

This reduces the Smart Cluster Queue's emphasis on high IP gear

Zerg Debuff Changes

The player thresholds for the Zerg Debuff ("Disarray") have been adjusted to more quickly ramp up as army size increases

Also fixed an issue where the tooltip was incorrectly displaying the same value for defense and damage reduction, rather than the varying values seen below

Here are the new and old values side by side:

New PlayerThreshhold

Old Player Threshhold

Damage vs players

Defense vs players

26

25

-1%

-1%

27

30

-2%

-2%

28

35

-3%

-3%

29

40

-4%

-4%

30

45

-5%

-5%

31

50

-6%

-6%

32

55

-7%

-8%

33

60

-8%

-9%

35

65

-9%

-10%

36

70

-10%

-11%

38

75

-11%

-12%

40

80

-12%

-14%

42

85

-13%

-15%

44

90

-14%

-16%

46

95

-15%

-18%

48

100

-16%

-19%

51

105

-17%

-20%

53

110

-18%

-22%

55

115

-19%

-23%

58

120

-20%

-25%

61

125

-21%

-27%

64

130

-22%

-28%

67

135

-23%

-30%

71

140

-24%

-32%

75

145

-25%

-33%

79

150

-26%

-35%

84

155

-27%

-37%

89

160

-28%

-39%

95

165

-29%

-41%

101

170

-30%

-43%

106

175

-31%

-45%

110

180

-32%

-47%

115

185

-33%

-49%

120

190

-34%

-52%

127

195

-35%

-54%

132

200

-36%

-56%

139

205

-37%

-59%

146

210

-38%

-61%

153

215

-39%

-64%

158

220

-40%

-67%

163

225

-41%

-69%

169

230

-42%

-72%

174

235

-43%

-75%

181

240

-44%

-79%

187

245

-45%

-82%

194

250

-46%

-85%

201

255

-47%

-89%

210

-

-48%

-93%

217

-

-49%

-100%

226

-

-50%

-104%

235

-

-51%

-108%

245

-

-52%

-113%

255

-

-53%

-117%

Guild and Alliance Cooldown Changes

Introduced a 3-day cooldown to re-joining the same guild after leaving. This is intended to prevent players from exploiting short-term drops of guild or alliance affiliation to negate the effects of Disarray (Zerg Debuff) during battles.

Increased the cooldown for joining a new guild from 2 to 3 days to prevent workarounds of this system.

Introduced a 7-day cooldown3-day cooldown [will likely be further extended to 7 days with Patch 6] for leaving and rejoining the same alliance to prevent the exploit described above. This exists alongside the already existing 7-day cooldown on joining a new alliance.

Fast Travel to Home

In order to help players more efficiently move between the Outlands and Royal Continent without increasing power projection, players can now fast travel to a preset "Home" point when not carrying any gear or items. This is intended as a further optimization of the "Reset Home" status effect introduced with Queen Patch 3, and serves the same purpose without requiring players to use /suicide.

This means, for example, that players can now "naked fast travel" directly from a Hideout to a Royal City or Island

Decreased base item value of Runes, Souls, and Relics by 75% to match the item power reduction

This combined with the loot table change, does that somehow mean artifacts-gear will drop more often on the BM (and be bought more frequently) or cost less focus? I don't remember how the focus cost is calculated.

and respawns with triple the ticks for t7, double for t8. Its literally the same shit except the nodes cant gain more stacks over time, why are you having an aneurysm over this

You are the definition of a idiot, go take a calculator. “Oh my god I get one tick.” And? Three ticks is better how? I can find those any day, and the respawn rate would OUT portion it, but your not to smart. You clearly aren’t even a gatherer.

Will this change have any effect on nodes ‘remembering’ their respawn time when they move at server maintenance? Just wondering if we’re going to go back to the old system where things spawn full after maintenance so the only time worth gathering is 11utc.

I generally don’t like these changes. I don’t mind dismounting for one tick. I think this will make zones feel emptier if you don’t get lucky and happen to show up at the right time.

Also, nodes sitting at 1/3 ticks are still counting down to another spawn but nodes sitting at 3/3 haven’t started their timer yet right? So this means things will take longer to respawn on average unless nodes are gathered right as they spawn.

This patch includes the first part of the Alliance Limit Test that was recently announced by our Game Director. This first part consists of a Siphoned Energy Drain on alliances with more than 10 territories. The second part, a Silver / Fame Penalty on members of these alliances, will go into effect with Queen Patch 6, planned for March 4

So when does disarray come in? i assume patch 5 is the 26th? so disarray is 26th?

This patch includes the first part of the Alliance Limit Test that was recently announced by our Game Director. This first part consists of a Siphoned Energy Drain on alliances with more than 10 territories. The second part, a Silver / Fame Penalty on members of these alliances, will go into effect with Queen Patch 6, planned for March 4.

For further information about this test (including the forthcoming Silver / Fame Penalty) and more precise values, please see this statement from our Game Director: forum.albiononline.com/index.php/Thread/124568
Siphoned Energy Drain

This is a debuff that gives reduced Siphoned Energy gains to all alliances and unallied single guilds that have ten or more territories, with each additional territory beyond ten further decreasing energy earned by 5%.

This debuff is based on territories only and does not include Castles or Castle Outposts.

Smart Cluster Queue Changes

Minimum Item Power: 800 → 700

This reduces the Smart Cluster Queue's emphasis on high IP gear

Zerg Debuff Changes

The player thresholds for the Zerg Debuff ("Disarray") have been adjusted to more quickly ramp up as army size increases

Also fixed an issue where the tooltip was incorrectly displaying the same value for defense and damage reduction, rather than the varying values seen below

Here are the new and old values side by side:

New PlayerThreshhold

Old Player Threshhold

Damage vs players

Defense vs players

26

25

-1%

-1%

27

30

-2%

-2%

28

35

-3%

-3%

29

40

-4%

-4%

30

45

-5%

-5%

31

50

-6%

-6%

32

55

-7%

-8%

33

60

-8%

-9%

35

65

-9%

-10%

36

70

-10%

-11%

38

75

-11%

-12%

40

80

-12%

-14%

42

85

-13%

-15%

44

90

-14%

-16%

46

95

-15%

-18%

48

100

-16%

-19%

51

105

-17%

-20%

53

110

-18%

-22%

55

115

-19%

-23%

58

120

-20%

-25%

61

125

-21%

-27%

64

130

-22%

-28%

67

135

-23%

-30%

71

140

-24%

-32%

75

145

-25%

-33%

79

150

-26%

-35%

84

155

-27%

-37%

89

160

-28%

-39%

95

165

-29%

-41%

101

170

-30%

-43%

106

175

-31%

-45%

110

180

-32%

-47%

115

185

-33%

-49%

120

190

-34%

-52%

127

195

-35%

-54%

132

200

-36%

-56%

139

205

-37%

-59%

146

210

-38%

-61%

153

215

-39%

-64%

158

220

-40%

-67%

163

225

-41%

-69%

169

230

-42%

-72%

174

235

-43%

-75%

181

240

-44%

-79%

187

245

-45%

-82%

194

250

-46%

-85%

201

255

-47%

-89%

210

-

-48%

-93%

217

-

-49%

-100%

226

-

-50%

-104%

235

-

-51%

-108%

245

-

-52%

-113%

255

-

-53%

-117%

Guild and Alliance Cooldown Changes

Introduced a 3-day cooldown to re-joining the same guild after leaving. This is intended to prevent players from exploiting short-term drops of guild or alliance affiliation to negate the effects of Disarray (Zerg Debuff) during battles.

Increased the cooldown for joining a new guild from 2 to 3 days to prevent workarounds of this system.

Introduced a 7-day cooldown for leaving and rejoining the same alliance to prevent the exploit described above. This exists alongside the already existing 7-day cooldown on joining a new alliance.

Fast Travel to Home

In order to help players more efficiently move between the Outlands and Royal Continent without increasing power projection, players can now fast travel to a preset "Home" point when not carrying any gear or items. This is intended as a further optimization of the "Reset Home" status effect introduced with Queen Patch 3, and serves the same purpose without requiring players to use /suicide.

This means, for example, that players can now "naked fast travel" directly from a Hideout to a Royal City or Island

That sleight of hand is lovely: from "We remove alliances by day X based on a poll with an overwhelming majority in favor of it" to "Multi-part solution, of which the first step doesn't change a thing as far as the Alliance problem is concerned as we only touch Siphoned Energy"

What's the scope of the exponentially increased node spawns other than to severely hamper gatherers, or showing them they shouldn't bother at all with high-level gathering?

Loot stays the same RNG mess it is, especially for e.g. T5 blue dungeons, but now with the added "benefit" of even having less high tier drops, and even more low tier ones

What does "loot lists were updated to reflect changes done to artifacts" even mean? Are there now more artifact drops, or less?

In essence you didn't have the balls to go through with the announced Alliance removal and thus you're resorting to some meaningless band-aid changes to appease customers who might leave the game after seeing how you behave with not a shred of integrity.

Additionally solo players like myself still get nothing, as you just tunnel-vision on ZvZ it seems, while forgetting this game is supposed to be a sandbox, a buffet, which by default should have plenty of content for every taste

The post was edited 2 times, last by Evas_Flarelight: Edited out a word. (Feb 22nd 2020, 12:17am).

These are all incredibly bad and are not needed. Gathering T7 and T8 is so bad to begin with, at least everyone can kind of get something now. I want some clarification before I flip out on the highlighted section @PrintsKaspian is it the gathered carcasses despawn in 600 seconds or if they are dead they despawn after 600 seconds?